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(+1)

I kind of realized I need to do some more rating cause for some reason people keep rating my game, so here I am with another round of feedback:

  • Hitboxes - I would personally increase their size on the projectiles and raygun hitbox, I actually gave up on using the railgun after missing shoots that felt like they should have hit the wings, but just... didn't, so yeah a bit of additional leeway would be nice.
  • Telegraphing mechanics - It took me a couple of seconds to figure out that the body can't be damaged until the wings are destroyed. This isn't much of a problem, but I would still say that something like just shrinking the shield to cover the body would be nice to show that those would be ineffective more clearly. (Honestly might be what the other two were talking about idk, cause I didn't have any problems with beating it after a few tries)
  • Homing projectiles - these were pretty deadly, cause there wasn't really a reliable way to dodge them, realistically you had to drop everything and hope that you can use running to circle around them, which absolutely killed the pacing. I would suggest limiting the homing speed so they mostly fly straight, steering slightly into the player, instead of just straight up turning 90 degrees and following the player, since the cart doesn't have enough ground to manover on it otherwise.
  • Content - I mean, I'm guessing you guys were running out of time, based on the amount of placeholder models, but I would have loved to have at least 2 or 3 carts of fighting normal enemies, both to get a better bearing of the game in a low stake environment and pace the game better between the initial scene and the boss, especially since you had the hardest part (multiple enemy types) already done.
  • Sensitivity setting - A small thing really, but I highly recommend adding it for fps games, especially that it's even easier to implement than sound sliders, just adding a single variable to some global script and a slider to set it.
  • Debug console - A simple thing, that isn't really much of a problem, but turn off the "Export Console Wrapper" so the exported game doesn't feature the debug console, since it isn't really required for anything.

Ok now with that part done, good job on the enemy variation, honestly didn't get to see every one in action, just because how short the game was, but it felt like there was a lot of them, also really liked the text effects and voice acting in the intro, cool stuff.

Thanks for the feedback! I appreciate it. I really thought I fixed that cart issue so I'll take another look at it. Regarding the boss being at the beginning, a complete mistake on my end, sorry about that :)